What can it do?
Lots of things! See the features page for an up-to-date list of the current features. Also, take a look at the screenshots page to see for yourself the kinds of eye candy OGRE can pump out.

Is OGRE A Game Engine?
No. OGRE can be (and indeed has been) used to make games, but OGRE is deliberately designed to provide just a world-class graphics solution; for other features like sound, networking, AI, collision, physics etc, you will need to integrate it with other libraries, something several frameworks have done, and we have a collision / physics reference integration library as an example in our distribution.

Why? Well, one reason is that not everyone who needs a 3D engine wants to make games, so we don't assume that you do - you can use OGRE for games, simulations, business applications, anything at all. Secondly, even within the games industry, requirements can vary widely; for
example a MMORPG will need a very different kind of network library than an FPS, and a flight sim will need a different kind of collision / physics system to fighting game. If OGRE included all these features, we would be enforcing a particular set of libraries on you, with an
inbuilt set of assumed requirements, and that's not good design. Instead, we provide a very integration friendly API and let YOU choose the other libraries, if you want them. Many experiened game developers have expressed their approval of this approach, because there are no
inbuilt constraints. It can be more daunting for newer users who just want to build another FPS-style game, but for those people there are a growing number of existing frameworks using OGRE which provide a complete solution using a given combo of libraries; but it's important
to realise that OGRE itself will always remain separate, flexible enough to be incorporated into any of these. The principle is of collaboration and integration with other libraries, rather than
assimilation of them, a standard tenet of component-based design.

Why should I consider using OGRE (rather than the other zillion 3D engines out there)?
Many other engines, whilst technically impressive, lack the cohesive design and the consistent documentation to allow them to be used effectively. Many of them have long features lists, but have the feel of a bunch of tech demos lashed together with twine, with no clear
vision to hold them together. Like any other software system this becomes their downfall as they become larger. Most other engines are also designed for one particular style of game or demo (e.g.
first-person shooters, terrain roamers).

OGRE is different. OGRE is design-led rather than feature-led. Every feature that goes into OGRE is considered throughly and slotted into the overall design as elegantly as possible and is always fully
documented, meaning that the features which are there always feel part of a cohesive whole. Quality is favoured over quantity, because quantity can come later - quality can never be added in retrospect. OGRE uses sound design principles learned, tried and tested many times
in commercial-grade software - the object-orientation mentioned in it's moniker is just one of those approaches - frequent use of design patterns is another. The core development team is kept deliberately small, and all of its members are veteren software engineers with many
years of real-world experience. Patches are welcomed from community, but they undergo a strict review for both quality and cohesion with the Ogre philosophy before being accepted.

OGRE does not assume what type of game or demo you want to make. It uses a flexible class hierarchy allowing you to design plugins to specialise the scene organisation approach taken to allow you to make any kind of scene you like. Want to render indoor levels fast? Fine, use the BSP/PVS plugin scene manager which has already been written. Want an outdoor landscape? Again, use another plugin scene manager. The rest of the engine continues to function exactly as before.

So the short answer is - if you favour design quality, flexibility and clear documentation, choose OGRE. You know it makes sense. ;)

Is it really free?
The Ogre source is made available under the GNU Lesser General Public License (LGPL), which basically means you can use it however you like as long as release the source for changes you make to the core engine if you distribute your product. The source to your application or to new plugins you create does not have to be released (although it would be nice if you did). See the licensing page for full licensing terms.

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Blog RSS Feed Report abuse Latest News: Death Legacy 0.6

About Death Legacy with 1 comment by Chiki40 on Jul 25th, 2014

Download link

Death Legacy 0.6


First Gameplay Video - Indie DB

Game features

  • Perma-Death™ - If you die the game ends, so be careful. However, we will add a content-unlock and reward system in the future.
  • Turn-based gameplay - Actions costs and characters speed are used to calculate the next position in the turns queue. Every action costs your turn, so think carefully before using/picking/equipping items during combat.
  • Tiled-based gameplay - Movement is limited to 90 degree turn, going forward, backward and strafing left and right. You can also look around holding the middle mouse button.
  • Character personalization - This is a role-playing game, take your time defining your character :-). MUCH more races and classes coming. Magic not yet implemented (sorry :-( ), don’t waste time picking mage.
  • Combat strategy - Have a look at the range/AoE of the weapons and use it in your advance.
  • Biomes - Two at the moment (stone dungeon and ice cave).
  • Survival - Hunger, thirst and sleep. They define your fatigue, which affects to your combat effectiveness and speed.
  • Toxicity system - the level of toxicity prevents you to abuse drinking potions, so think it thoroughly before using them.
  • Use your character senses - You can locate enemies without seeing them if you hear them. You will see a graphic representation of the sound. We will give importance to the sight, too, and you will be able to improve these senses.
  • Procedural generation - The dungeon is generated procedurally. To know more about our generation system, read this entry Indiedb.com. You can download a demo about how our algorithm works.
  • No map’s land - Yeah, we don’t have a map implemented (at least for the moment), use the compass.
  • Different enemy behaviours - Two at the moment (melee and ranged). However, we are using the same model for both, so forgive us if a stone rock punchs your face from the distance.

Give feedback

Please, don't hesitate about giving all the feedback you can, such as ideas, features that can be improved, game-balancing suggestions (the game is really unbalanced right now!), any problem you have, ... Everything is welcomed, taken into account and help us grow.

You can help us!

Finally, if the game crashes, you can help us if you want to. To to this, go to the game installation directory and open the "scripts" folder. There, you will find a debugLog.xml file wich contains information about your last played game. You can send this file to us along with an explanation of what you were doing when the crash appeared. Send an email to loothut@gmail.com or write a comment with this information. Thank you for your help ^^.

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Post comment Comments  (0 - 10 of 18)
Fenimore
Fenimore Jul 14 2012, 7:34am says:

Why Not Troll Engine?

+4 votes     reply to comment
TheUnabridgedGamer
TheUnabridgedGamer Aug 14 2011, 9:19pm says:

Venetica and Garshap...

Seems like this engine hasn't gotten to be in a title to do well by reviewing standards.

Perhaps sometime soon, it'll be used for something that could be the PC equivalant (in success level) of Uncharted 2?

+2 votes     reply to comment
koburamoe
koburamoe Feb 16 2012, 6:43pm replied:

I dont see how those games getting bad reviews is the graphics engine's fault .
They were DECENT games , for cheap prices decent .

Plus this engine is at least free and open source , unlike the others where in unreal engine 3 you need to buy a full license tog et acces to the source code and modify the engine itself .

Pretty decent for the price : FREE and unlimited acces.

+3 votes     reply to comment
Lex1202
Lex1202 Jun 12 2011, 4:44am says:

Something is wrong with the info. Since version 1.7, the engine is on an MIT license, not GPL

+5 votes     reply to comment
x3nu
x3nu May 1 2011, 12:29pm says:

Umm, I'm not sure I follow. If your asking if there is a game engine with quality to that of gamebryo that's free, that would be no, or at least to my knowledge.

If you want to download Ogre, just go to the site.

+2 votes     reply to comment
J.Sheppard
J.Sheppard Mar 14 2011, 11:52am says:

The fact that the Ogre software ties into "speed tree" is also helpful it aids us when placing and designing our forested maps that would take a year to complete if you were doing it individually.

+2 votes     reply to comment
x3nu
x3nu Jan 26 2011, 8:50pm says:

Great engine, i've been testing it and it is capable of producing some decent graphics. Much better than irrlicht or any other open source engine out there.

+2 votes     reply to comment
Mejikojin
Mejikojin Apr 25 2011, 11:38pm replied:

How did you download and do you know any easy to use engine with the same level desing as gambryo thats free to download

+4 votes     reply to comment
TheOneandOnly
TheOneandOnly Aug 14 2010, 6:37pm says:

Looks like a very promising graphics solution for any 3D project; remarkably quick tech support from the developers too!

+2 votes     reply to comment
valatmir
valatmir Aug 1 2010, 4:23am says:

Looks like a good engine i love this engine ;)!

+3 votes     reply to comment
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Platforms
Windows, Mac, Linux
Company
Ogre Team
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Official Page
Ogre3d.org
Licence
MIT
Release Date
Released Jan 30, 2005
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